layout (location = 0) in vec2 v_colorTexCoords; layout (location = 1) in vec2 v_maskTexCoords; layout (location = 0) out vec4 v_FragColor; layout (binding = 0) uniform UBO { mat4 u_modelView; mat4 u_projection; mat4 u_pivotTransform; vec2 u_contrastGamma; float u_opacity; float u_zScale; float u_interpolation; float u_isOutlinePass; }; layout (binding = 1) uniform sampler2D u_colorTex; layout (binding = 2) uniform sampler2D u_maskTex; void main() { vec4 finalColor = texture(u_colorTex, v_colorTexCoords) * texture(u_maskTex, v_maskTexCoords); finalColor.a *= u_opacity; v_FragColor = finalColor; }